
It wouldn't have been any fun if he were giving me hints. I learned a lot while Refenes stood behind me stoically refusing to help. Last year, which is when we learned that Edmund McMillen had left Team Meat, Refenes picked that prototype back up and saw its potential again.Īs he's talking, I learn not to mash the punch button after being swallowed, but to hit it exactly three times to burst out of a Betus so I don't waste my mid-air punch, which I need later to clear a saw blade. Team Meat worked on it for three months, and then work stalled. That prototype sat around for a few years before development on Super Meat Boy Forever began in 2014.

So that was 2011, and I prototyped a one-button Meat Boy in a GDC hotel room, and I saw it had potential."

"And I was thinking, 'Why would you want that game? A twitch platformer with precision controls on your ?' … It took me a lot longer that it should've to realize that it's not that they wanted that game, it's that they wanted a game that's hard, controls well, and feels like Meat Boy in a mobile form. "Super Meat Boy came out in 2010 and around that time everybody's losing their mind with iPhone stuff, and Meat Boy was popular, so everybody would ask, 'When's it coming to Android, when's it coming to this or when's it coming to that,'" designer Tommy Refenes tells me as I struggle with a level. The anti-auto-runner crowd may feel vindicated or dismayed to know that Super Meat Boy Forever did in fact start as a concept for a mobile game. I wasn't thinking, 'Aw, an auto-runner?' I was thinking that SMBF could be the best auto-runner I've played.
